Total War: WARHAMMER III

Total War: WARHAMMER III

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Greenskin Horde _Big 'Uns Warband (Updated for 6.3)
   
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22 Feb @ 6:59am
9 Sep @ 12:11am
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Greenskin Horde _Big 'Uns Warband (Updated for 6.3)

Description
This mod provides Horde mechanics for Greenskin


Do you burn with the unquenchable desire to ascend as the ultimate warlord, destined to seize the very world in your iron grasp?

Now is the moment to or you can unleash the cunning of your small green brain , to forge the strategy that will command an unstoppable army!

Casting Your own Warband of you and your boyz !😉

This is the dawn of a legend reborn—a tale of triumph that will echo through the ages. Let the world tremble as it learns to speak your name


Overrun the World !! Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh !!!




What does it do?

This mod adds a Horde mechanism to all Greenskin factions, including minor faction. In addition to essential military recruitment and economic buildings, also provides many kinds of reinforced buildings for different types of Unit ! But beware—mastery demands not only gold and resources but also a keen understanding of the battlefield's ever-shifting tides. Choose wisely, for your Warband fate hinges on these decisions!


Of course, it is overpower, and adding the Horde mechanism itself is unbalanced. And, if you have good suggestions, you are welcome to give them in detail.




Features

All lords of the Greenskin can build up the Horde buildings.

Supply Buildings
The picture above shows some the detailed effects of the unique building effects. Greenskin are a race with many different types of unit. Now you can choose their reinforcement buildings (supplies) according to the type of troops in the army. For example, you can let one of your lords prefer to use chariots or even artillery according to the situation of the battle! Create a legendary lord of your own campaign, a legendary Warband!

Let some early, mid-term units also play a role in the final stage
Upgrade your ordinary Lord and turn them into new Legends!

Legendary Lord Exclusive Big Boss Warband
As a legend known to the whole world, the six legendary lords in the game will have unique Supply Buildings.

Green Frenzy
In the background story, the number of Greenskin in each battle is quite amazing, especially some large Tribe. In addition to providing supply buildings, this module also provides personnel buildings. These buildings allow your lord to use military skills to summon some low-level troops to serve as cannon fodder or sneak attacks in battle, trying to restore the huge crowds in the story battles.As an opponent, the player may also be able to experience the pleasure of slaughtering low-level Greenskill Units.








Compatibility

Regarding compatibility, generally speaking, there should be no conflicts, but there may be conflicts with other mods that provide Horde mechanisms for the Greenskin. This should not cause the game to crash; it will only make the tribal building tree look strange. Please have a look on it.

This module will act as a core to some extent, detecting and connecting to custom lords in other modules, allowing them to access this module's Horde System.

Sincere thanks to all the community mod authors for their kind permission to embed!
Compatibility Mod List
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3432191023/597411554294584463/



Things to note
AI is more powerful than the original version, and please consider whether you need this mod to open it.

Pls Don't be too greedy have too many army skills, I'm sure your screen will eventually not be able to display all of them ;)

It is worth noting that some AI-enhancing mods may cause the AI ​​faction to unlock a large number of buildings in the first few rounds of the campaign, causing serious imbalance in the game. This must be paid attention to!






Some design thoughts

Honestly, I find this mod very difficult to balance. Maybe when people see a lot of effect buildings, they will mistakenly think that all these effects bonuses will be easy to obtain, but that's not the case. I have tried my best to use many means to limit the difficulty of obtaining these supply buildings.

If you're looking for a more balanced Greenskin Horde mod, I recommend this mod:

Greenskins Mechanics -By Incata







Some Pity
Originally, this model was planned to be released with the DLC Gorbad's Cunning Plan theme. 80% of it was already completed before the release of version 6.0. Unfortunately, version 6.0 destroyed the entire Horde system, which greatly hindered my work. Now I am working on the Horde mod for the Wood Elves. This mod will be more about defense and development. Stay tuned ;)


Maybe the value is really outrageous, but.
Hey! I don't play PVP Games! Total Warhammer is not my only game, either! Ha Ha ;)😉

Thx for the technical guidance of the Da Modding Den discord group!

Popular Discussions View All (1)
0
10 Sep @ 7:28pm
PINNED: Compatibility
RuDo
19 Comments
Oberst Schnitzel 29 Aug @ 6:55am 
it should be accessible now. i forgot to make it visible for everyone;
thanks for the advice! actually this was my plan: to look inside the modding community for help and guidance; right now i have a vague idea of what is easibly doable and what is not
RuDo  [author] 27 Aug @ 6:12pm 
For the Technical issue, maybe you can find the answer on the Da Modding Den Discord group. People there are usually happy to help, and their technical skills are better than mine.:steamthumbsup:
RuDo  [author] 27 Aug @ 6:08pm 
I can't access the WEB ... also I do have some constructive questions and suggestions. I just remembered a few key points I've been pondering. If the Greenskins lean too heavily towards the Horde faction, not only will any installed custom unit mods be unable to recruit unless they're compatible, as modders often tie units to vanilla buildings, but with recent AI updates, I'm increasingly skeptical that the AI ​​will even build Horde buildings and recruit units. Finally, remember that leaning too heavily towards the Horde faction will also affect the effectiveness of unique landmarks, so you need to consider these three points.
Oberst Schnitzel 27 Aug @ 10:33am 
hi there,

i agree that the modificatons i proposed are not for everybody. i tried (or am trying) to build an own mod adding the easier to implement ideas. its very simple, but it works very well together with your mod and forces you to permanently move your horde.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3557062394

i am an absolute noob in modding and can do only some very basic stuff and will try to improve it over time, but its now accessible if you are interested.
RuDo  [author] 25 Aug @ 11:45pm 
Yes, I like his opinion, but there are two main issues. In addition to the technical difficulties in implementation, the other issue is that if the modification is as he said, it will turn this mod into a major overhaul, which will reduce the compatibility of this mod. And I believe that there are also quite a few people who will not like this change.
RuDo  [author] 25 Aug @ 5:57am 
New update, price reduction for some buildings
Kamen Rider Nexus 22 Aug @ 3:25pm 
If you plan to take Oberst Schnitzel's suggestion at all...could you make it a submod, and not part of the main mod?
TANKMAN 31 Jul @ 7:56pm 
can you do custom lords as well like for mixu
Oberst Schnitzel 14 Jul @ 10:42am 
great work!

i really dislike to see greenskins building large empires. they should conquer, pillage and move on to the next area. your mod brings the game closer to this feeling. but they get too strong and still can build up empires. maybe you can use some of these ideas to increase the challenge a bit and get closer to lore:

- add some (strong) public order negatives to any occupied settlement and link growth and income to public order. get rid of any buildings increasing public order. this forces you to either keep a strong military presence or loose the settlement after a while

- give any income or growth building the effect of raiding your neighbors. greenskins don´t build or farm but raid wealth or food from the neighbors

- remove the ability to locally recruit (only allow recruitment from the horde or globally)

- recruitment from the horde costs reduces horde growth

- remove the ability to occupy settlements without looting (this is simply not loreful)
RuDo  [author] 8 Apr @ 7:06pm 
I've actually been thinking about this, too. All my mods give my Greenskin about six or seven different types of lords. It's not difficult to give them all Horde functionality, but I don't want to make a Sub mod to increase the number of subscribers' mods. I'll try to figure out how to make it work.